Tales of the Godbound. (F/Any Seeking GM. Godbound System).

Started by Lustful Bride, September 02, 2021, 06:13:07 PM

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Lustful Bride

God is Gone.

His Throne sits empty, and His Angels have abandoned Heaven to nothing but dust.

Who will sit on the Throne now?

Who is worthy to rule all of creation and beat back the darkness which devours reality?

Many will try, many will fight and die. Alliances will be made, and Heavens and Hells will both be destroyed.

But in the end, there can only ever be one.



Heaven has fallen. The world is broken. The Throne is empty.

More than ten thousand years ago the Former Empires ruled in glory. Wonders beyond imagining littered the nations of that ancient age, even the least of men and women living with the luxury of a Bright Republic oligarch. Hunger, sickness, ignorance, pain... all the blights to which mortal bodies are heir were banished by the marvels of the Former Empires.

The agent of this mercy was the might of theurgy, the terrible High Magic uncovered by restless scholars of the old realms. With the secrets of theurgy at their disposal, sages were able to lay impious hands on the very levers of creation, manipulating cosmic powers far beyond the birthright of mortal humanity. The deep powers of the Creator were at their disposal at last, ready to glorify their kindred and exalt their causes.

And they had many causes. Bereft of material want, the Former Empires found other reasons to struggle. It was no longer enough to have a full belly and healthy children. The newfound might of theurgy would help them bring righteousness to neighboring realms that disputed the wisdom of their ways or the justice of their laws. Evil and corruption would be purged at last, and all the grieving sorrow of their misguided or malevolent neighbors would be healed by the light of their glorious truth.

Of course, every one of the Former Empires had its own truth to uphold. Their people wanted for nothing, but their material wealth simply left them to crave more intangible things. It was not enough that a neighbor was willing to keep the peace; the neighbor had to agree with them, had to submit to their laws and their ideals. And if this submission made their former neighbors into new subjects of their rulers, was it not a fair reward for a valiant pursuit of justice?

No one knows how long the wars tore open the nations of the oldworld. Some say they lasted centuries, others think it was only a few years before the ancient theurges sought to end matters. There would be no more fighting. The theurges would use their arts to ascend to Heaven, and there put their causes before the One. God alone would determine the true way that humanity was to live.

The angels fought desperately to keep back the invading theurges, but they were too few to withstand the human sorceries. A hun- dred-odd armies marched at the theurges' sides, great engines and terrible war-beasts grinding the celestial legions before them. Count-less mortals perished, but the angels were driven back at last, forced to flee from Heaven and seek refuge in the fires of Hell below.

The triumphant theurges approached the holy heart of Heaven, the Throne of God where the creator of all would answer at last. And yet when the great doors were opened, when the thousand Names were spoken, when the burning wings of angels no longer veiled the sanctum, the Throne stood empty before them.

God was not there.

The theurges scattered in confusion and wrath. Some were bitter, and swore that the Creator was never there at all, and that the One was merely a trick of angels. Others wept in terror, crying out that their impiety had led to God's abandonment of them.

Most, however, saw not an emptiness, but a possibility. If God was no longer on the Throne, was there not room for another?

The Last War below did not cease, but it changed. Alliances were shattered, and blood brothers killed each other as Cane once did to Able, until the whole of the universe was bathed in blood of the infinite realities.

There were few survivors when compared to the uncountable souls of humanity that once existed in the Omniverse where all realities resided and connected. Much of the infrastructure was  Even the wonders that can be found now by the brave and foolish, are but trinkets and scraps of what once was. Mankind does as is natural to it. Humans started to rebuild, rediscover, and repopulate. The wheel has turned to the next cycle, and what was once history, became myth, and legend, while everything finds its own kind of equilibrium. New empires rose and fell, while people grew accustomed to the current state of things.

But there is a new thing in the many realms. Ordinary men and women are being touched by ancient power. The lost Words of Creation (once spoken from the very lips of God) are igniting within the flesh of common humans, imbuing them in a stroke with the power that once required an artificial Made God's shell to contain. It started only a few short years ago, but these "Godbound" (as many have taken to calling them) are said to be the blessed by the descending fire of the fallen Made Gods. Or maybe even by the original Creator himself? Their holy workings and celestial bindings are falling free from their dead husks, and descending to the earth to catch on mortal souls.

A decade has passed of countless Godbound trying to rise up and create their own heavens, their own hells, their divine seats of power. Many tales have been told. Godbound have risen and fallen, changing each world that they live upon, for better and for worse. Many worlds now know to fear and respect the power of those who can speak the Divine Words of Creation. But many more still have yet to find out. The ways between the separated worlds and universes are difficult to traverse, and full of danger. But stories still get around, and one story is spreading like a virus, and inspiring fear in the hearts of many.

There are stories now of one among the Godbound who is rising to prominence. A force so terrible that it is leaving behind it a trail of destroyed worlds, with armies of monsters and madmen walking beside it, and even of mighty Godbound being strung up, crucified, devoured by this new force. Few know much about it, other than the destruction he brings, only ever stopping to revel in torturing a world and beginning an orgy of blood, and dancing to the screams of the massacre of humanity. But some details have come to light, spread by his followers so they may know what to properly have nightmares about.

His eyes are empty holes that see every act of evil, and eternally leak the blood of the innocent. His smile is always present, seeming halfway between him remembering a good joke, and laughing at your own pain. He wears a bloody shawl across an emaciated body, with a black halo over his smooth, bald, head.

He is a powerful, influential, and sickeningly cruel Godbound. They say that his words are Murder. Genocide. Annihilation. They say that this new Godbound hears the prayers of the most malicious of men. Rapists, killers, mass murderers, those that commit hate crimes, enslave others, you name any single vile act that humanity is capable of, and this is the god to whom they all pray to with every breath and act of violence.

And these stories are all correct.

The Demiurge is his name.

Or at least it is the name that the murderous Godbound likes to go by. The Demiurge longs to replace the missing God, who once ruled over all. The Demiurge has even allowed some to escape his wrath, just so he may have more enemies to fight, to inspire false hope, to salt the meat of future victims. With some among those survivors even claiming that he Demiurge whispered to them...and told them that God is not missing. God is dead, and the Demiurge killed Him.

The Demiurge believes that mankind is at its best, and most honest, when it is indulging in all the darkest desires of its heart. Mercy is for prey. Empathy is for the weak. Love is for the foolish. What kind of God would deny humanity the right to do every twisted and sick thing that it wants? If the Demiurge succeeds, he will line the sacred Throne with screaming souls to sing to him, while the Omniverse becomes a charnel house for the amusement of the Demiurge.

But his rule is not coming without resistance. Mortals, Godbound, even some Angels and other beings, have begun to fight against the Demiurge. Dismantling his armies, killing his generals and high priests, preventing them from taking portals to other worlds, or even causing conquered worlds to rise up in rebellion. Against a force as evil as the Demiurge, there can be no room for doubters. We either resist his influence, or we suffer forever under his rule.

But will it be enough? Who is strong enough to stop the Demiurge? Who is powerful enough to smash his Words? Who can save the whole of Creation?

In the end it can only ever go one way, the way so many prophesies speak of.

One shall stand. One shall fall.

Only time will tell if the whole of Creation is to be ruled by a divine and honorable being, or if all the souls of humanity across the omniverse, in every reality and timeline, will scream out in horror forever as the greatest mass murderers are treated s saints, and heaven is run by one who smiles upon the suffering of others.

But even now, new heroes rise to replace fallen ones. The light of hope shall not give into the entropic touch of the Demiurge. The only question now is, who will rise to the challenge?




So after rereading my KULT of the Godbound thread (Trigger Warning as it is set within the Cosmic/Religious Horror setting of KULT)., and listening to a friend here share his latest Godbound adventures, I have been left with a big urge to play within the system and even use some of the lore. But I felt like the setting itself could use some more added to it. A threat to struggle against, and some wider boundaries and more worlds for possible exploration.

If any of this interests you, please send me a PM and let us work out something. Below this will be a few character concepts and initial plothooks with which we can play around with. Even if you aren't interested, I hope that you can enjoy reading these. :)





Joana of Many Devices.


Machines have spirits. Have you never once wondered about the ghosts in the machines? The random segments of code that group together to form unexpected protocols? They have a power all their own. They have personalities, spirits, and desires. Just not in the way humans might understand them.  Not many worlds in the Omniverse are as technologically advanced as the Earth, so it is no wonder that the Word for Machines decided to choose one among mankind on Earth that would use this power to the best of its abilities.

Joanna Smith worked for the renowned corporation 'Solaris Industries', helping push the field of science farther and farther every day. She was really only a lab technician though. Nothing that important, but she did play a part in helping experiments to keep running smoothly. Some of the scientists she worked with tended to joke that she was the Computer Whisperer, because any system that was malfunctioning always seemed to work perfectly when she was around, or when she asked it nicely to get back to work. She just didn't like hitting computers or shouting at them, even if she did tend to swear when they had a critical failure, or moved too slow for her liking.

At this time Solaris Industries had been experimenting with Quantum Flux, the secret power of the universe, the thing by which all the universe is held together. A breakthrough in this regard could lead to the discovery of free energy, and its prominent use across the world....but the project had been slamming its head into a wall for the past 15 years. SI liked to keep going and seeing what else it could find while in pursuit of other projects, but the Quantum Flux Energy project was due to be written off and shut down in only a month. The final experiments being conducted were for the sake of closing the books and gaining any last bits of information possible before mothballing everything.

As such more and more staff was being phased out, leaving less hands at the controls to conduct the final experiments. Until one night Joana was alone, scrubbing the computers of any excess codes and runtimes so that they could be reused in other projects. The machines were supposed to be turned off, but somehow one of them began to spark wildly, and producing a sound that made her glasses crack (but strangely nothing else around her broke). The machine didn't respond to any attempts by Joana to shut it down from her terminal, forcing her to try a manual shutdown from a switch within the room where the device was located.

As soon as she stepped in, the door slammed shut. Joana was trapped in the room with a malfunctioning device that might as well have been a nuclear bomb. Before she could even try to hit an emergency alarm, or shut the machine down, Joana felt her body hit with the power of Creation, as her atoms were scattered across the void of reality, and sent to a reality that was willing to embrace a newly minted Godbound.

It wasn't the machine. It was a Word of Creation, and the machine together. To the eyes of the security cameras, it was as if the young miss Joana had been disintegrated, till not even ashes remained. But her Word had made her worthy of a gift from the Machine Spirits within the laboratory. They knew that she had a greater destiny, one that could not be reached by staying on her birth world. The Machine Spirits wished her a 'favorable statistical outcome', and sent her to a world of machines that needed her help.

The world was once known as Pavarti, or something similar to a human's tongue, and was a planet wide carnival. Every entertainment and distraction (be it innocent and sweet, or perverse and adult) could be found here. It was a famous place long ago that has now fallen into disrepair and become a favored salvage yard by some of the forces of the Demiurge, on their campaign across a billion worlds in a billion realities.

The machines there call to her. They plead to be fixed, beg to go back to their duties, or to serve her whims. But they also whisper of those who still live on the planet. The clowns, entertainers, ringmasters, exotic dancers, circus animals, and more that have been alone since the fall of the planet, and it being cut off from other worlds. They need just as much help, they need hope, they need something to believe in and serve. Like any good machine, they need a purpose to fulfill. She will give them this, as she helps to breathe life to this dead world, and help them or rise up against the forces of the Demiurge that are picking the planet clean like the vultures they are.

At the moment, Joana is just a woman from the wrong world, lost in a planet wide scrapyard, but she can be so much more, to herself and to the people on Parvati.

In time, she will become the Saint of the Machine Spirits. Protector of Pavarti. The Queen of Clockwork. The Mistress of Mechanisms. Joana the Goddess of Machinery.

Joana Smith.

Name: Joana Smith.

Description: Mid twenties blonde woman with large glasses. Short and slightly pudgy, though not unhealthily so. She looks exactly as what one would expect of a woman who spends her day at computer terminals making sure nothing breaks down, or some lab techie's porn doesn't crash the entire system.

Goal: Find her way home.

Current HP: 9/9

Current Effort level: 2/2

Current Attack Bonus: +1

Fray Die: 1D8



Attributes:

Strength: 10 +0,   Check: 11

Dexterity: 16 +2,   Check: 3

Constitution: 14 +1, Check: 6

Wisdom: 8 -1,  Check: 14

Intelligence: 13 +1,  Check: 7

Charisma: 13 +1,  Check: 7



Facts:

1) Joana grew up on Earth in the United States, and knows well enough how a modern society works, and how it depends on technology to keep things running above a feudal level. (+4 for Understanding other Technological societies).

2) Accomplished with computer maintenance and getting even the oldest, most abused computers to come back to life or run better. She's had to develop a level of flexibility when dealing with all of the different operating systems that are used by Solaris Industries, and has developed a deeper connection to computers overall.  (+4 to anything dealing with brand new systems, the first time she works with one.).

3) Joana was not a head researcher or revolutionary thinker. But she worked with plenty of them on a daily basis. She knows full well how they see themselves as better than others. They love to hear the sounds of their own voices, and she has to be careful when making suggestions, to not make them think she's trying to one up them, even when she actually is.  (+4 to interacting with scientists and other 'big brains'.)



Words & Divine Gifts


Word: Artifice.

Gifts:

Hammerhand (On Turn)

Commit Effort. Every weapon or unarmed attack you use rolls at least a 1d10 damage die and is treated as a magic weapon. Against artificial constructs or inanimate things, this damage roll is read straight.


Faultless Repair (Action)

You can fix anything with the available materials and tools. Up to a 10 x 10 x 10 foot cube per level worth of objects or constructions can
be made like new each round, provided it is not completely destroyed. Every form of rot, decay, damage, and corruption is fixed, even for perishables such as foodstuffs. If repairing magical or enchanted things, Effort is Committed for the scene with each use of the gift.

--------------------------------

Word: Engineering.

Gifts:

Soul of the Machine (Instant)

Commit Effort for the day when the Godbound touches a device no larger than a shuttle or large truck. The device is instantly imbued with sentience and a human level of intelligence, and can freely deploy its own functionality as it sees fit and communicate through attached devices. Devices will be friendly and obedient to the Godbound unless they have some significant meaning to their true owner, in which case they will not take any action harmful to them. Devices are happy being what they are and usually content to serve as intended; they will not obey commands that must lead to their destruction unless such commands are appropriate to their intended purpose. Devices have no memory of things that happened before they gained awareness

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Word: Network.

Gifts:

Personal Transmission (Action)
Commit Effort for the scene to vanish and emerge instantly from any computing device within one mile. This gift may not move the user more than ten miles in total over the course of an hour.

---------------------------------





Universal Gifts:

Divine Wrath (Smite) Action
Commit Effort to the end of the scene. You smite a chosen foe within sight with the energies of the Word, inflicting a 1d8 damage die per character level. You are always immune to the wrath of your own bound Words, as are other entities that wield similar powers. As a Smite power, Divine Wrath cannot be used two rounds in a row.




Resources
.

Effort: 2

Influence: 2

Dominion: 0

Wealth: 0




Equipment


Clothes: A lab coat, jeans, loafers, and a turtleneck shirt.


Armor: None. Base AC: 9

Weapons: Fists.




Spirit of the Sea


The world of Rabanastre was once a naval superpower. Both in the terms of a Blue Water navy, and with ships that sailed through the stars themselves. Their world was primarily an ocean one, but in time they learned how to master it (even going so far as to build floating cities no less!) and were once a major player in the war for the Throne of God. It is no wonder that when they were defeated, their world was left a poisoned, bombed, hellscape. Much of the water of this planet is toxic, tainted, or still poisonous for human use. Some regions are more habitable than others, but it is still a struggle. The world is dying, the creatures of the oceans are mad with sickness, radiation, ad magic poisoning. They can barely even think or be said to properly have spirits.

What little technology still works on this world is rare and held together with a hope and a prayer. The people of Rabanstre look up in hope to the skies, and pray for salvation from their lot in life. But little do they know, that hope will come from beneath.

In a long abandoned laboratory, of a sunken ocean city, there was a created being. A modified human being, programmed and born from the best theories that the brightest minds of Rabanastre could come up with. Once a project for a Made God, that then turned to a Super Soldier program, the being held within a stasis tank had been created with all the knowledge she needed to wage war for Rabanastre and fulfill her duties as a prototype for the next generation of weaponry. But her world was destroyed before she could even be given a test run. She spent so long asleep that even some of the programmed information stored in her began to fade away, until the day the Word of Sea chose her.

A creature of the deep, a soul born of human engineering, that managed to toe the line between the sea and land, was perfect for embracing the duties of a Godbound. She soon swims free of the ancient laboratory, and into the wider ocean, with scraps of knowledge in her mind, but a need to find others.

Scylla is the name she chooses for herself. A name shard by the creatures of the deep that are willing to speak with her. And she learned of the landwalkers who still lived, on the surface above, always struggling for food or salvage, and she feels a deep need to see them.

They may not know of her yet, but she will be willing to show that the seas are not just cruel and violent, they can also be kind and protective. 

Scylla.

Name: Scylla.

Description: Unidentifiable in age, Scylla is a combination of human and fish DNA from long extinct species on Rabanastre. She is the perfect melding of the ocean world, and the surface world.

Goal: Save her home.

Current HP: 9/9

Current Effort level: 2/2

Current Attack Bonus: +1

Fray Die: 1D8



Attributes:

Strength: 10 +0,   Check: 11

Dexterity: 16 +2,   Check: 3

Constitution: 14 +1, Check: 6

Wisdom: 8 -1,  Check: 14

Intelligence: 13 +1,  Check: 7

Charisma: 13 +1,  Check: 7



Facts:

1) Programmed to be a soldier in a war long since lost. Despite much of the other data being lost to her, she still carries the training within her as if it were muscle memory, and come to her easier than whistling.  (+4 to various forms of combat. From Hand to Hand, to ranged gunfights.)

2)Scylla was designed to wage a war without end, across a billion worlds, against literal Gods. For this, her mind and heart had to be hardened against the worst that could be thrown at her. (+4 to maintaining composure in life threatening situations, or resisting attacks upon her Morale.)

3)The data programmed within her is corrupted, faded, and incomplete. But what remains can occasionally crop up, especially in regards to her primary function of being a warrior on behalf of her old empire. (+4 to understanding old military behaviors and procedures of the Empire of Rabanastre.)



Words & Divine Gifts


Word: Sea

Gifts:
Salt-Spray Purity (Action)

Commit Effort for the scene. Dispel or automatically resist any single magical effect targeted at you or an ally. For the duration of the scene, that effect or gift cannot affect the subject you defended, even if it is applied again. Optionally, instead of this effect, you may suppress any other Godbound gift for one round as if by a successful miracle.


Body of Water (Constant)

Your flesh flows around dangers and encapsulates toxins. Your natural armor class is 3 and you are immune to poisons. You can apply a poison by touch if you’ve previously swallowed or been struck by a dose, thus ejecting the toxin. This AC isn't improved by shields or armor.


Crushing Depths (Action)
Commit Effort for the scene. Destroy any non-magical object you’re touching, up to 20 x 20 x 20 feet in size, as it erodes or is compressed into splinters. Living creatures require a normal weapon or unarmed attack to hit and are not automatically destroyed, though the damage die is treated as if it rolled the maximum possible.


--------------------------------

Word: Bow.

Gifts:
Feathered Tempest (On Turn)
Commit Effort. Against lesser foes, you always hit with ranged attacks. You can spread any overflow damage to any other targets in range subject to this gift.

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Word: Sword.

Gifts:
Unerring Blade (Instant)
Commit Effort to the scene’s end. Your current or next melee attack hits on anything but a natural roll of 1 and does maximum damage. This strike can penetrate any protection short of an invincible defense against the weapon being used.

---------------------------------





Universal Gifts:





Resources
.

Effort: 2

Influence: 2

Dominion: 0

Wealth: 0




Equipment


Clothes: Armor from the Abandoned laboratory along with a sleeveless shirt, and set of trousers.


Armor: Armor from the abandoned lab. Base AC: ??
Armor design 1

Armor without Helmet on

Weapons: Claws and teeth.



Mother of Wolves.


The moon is worshipped in countless religions, and on many worlds of the grand omniverse we live in. Moons always have a kind of power to them. From stabilizing worlds, to guiding their tides, to holding mystical powers as it lights up the night sky. The moon is sacred for many reasons, but for one new Godblooded, it will be worshipped for the power that it holds over those with the blood of wolves.

Alessia Vashta of the High Mountains is a well known huntress. She's killed bears, mountain lions, and many wolves. Skilled with a knife, an axe, and one of those fancy new black-powder guns, she has earned a reputation for taking down animals that are a threat to the public. So it was not really a surprise when she was called to a new assignment on behalf of a nearby farming town, where a strangely oversized Direwolf has been eating the cattle and killing farmhands.

They were willing to pay any price at all for it to be brought down, and Alessia was more than happy to take their money.

True to their word, the beast was abnormally large. But it was also excessively violent. Nearly all the other wolfpacks in the region were dead thanks to this abomination. The bastard was clever too. After tracking it for three days, Alessia knew that she had to make the freak come to her instead. Alessia had to lure it in with a spare cow, but it sniffed her out of her hiding place, nd ambushed her from behind.

It bit into her and shook her around like a doll, breaking her rifle and forcing her to fight with knife and axe.

Alessia isn't sure how long she fought with it, but she was cut, bitten, ad bleeding out by the time the wolf was finally dead with her axe slammed into the center of it's damnable head.

Alessia was cold, her body heat was leaving her faster than her own breath. She had no choice but to use her knife to slice open the Dire Wolf, and crawl inside of it for warmth, while the light of the full moon shone down upon them.

Alessia...remembers the change. Bones breaking, teeth falling out, eyes nearly popping from her head, as she embraced a bestial form granted to her by a single Word of Creation.

Lycanthropy.

A word that exists on many worlds, but is utterly alien to this one.

Her body is...better....stronger...faster. Her senses are all heightened beyond compare. She can track targets far better now than she ever could, and meat tastes so damn good now! The moon has blessed her for her service, and made her into a monster in the best way possible.

Which is good. She will need the strength of the wolf if she is to survive fighting against real monsters. The reach of the Demiurge is coming to her world, and Alessia must fight it, and maybe build an army of those willing to worship the moon, and embrace the blood of the wolf.

Alessia Vashta.

Name: Alessia Vashta.

Description: A hulking, muscled, and scarred woman. Dressed as a huntress and with a wild mane of red hair accentuated by a savage look in her eyes.

Goal: Hunt the unnatural invaders to her home.

Current HP: 9/9

Current Effort level: 2/2

Current Attack Bonus: +1

Fray Die: 1D8



Attributes:

Strength: 13 +1,   Check: 7

Dexterity: 16 +2,   Check: 3

Constitution: 14 +1, Check: 6

Wisdom: 8 -1,  Check: 14

Intelligence: 10 +0,  Check: 11

Charisma: 13 +1,  Check: 7



Facts:

1) Alessia has lived a hard life for many years out in the High Mountains of her home. She is accustomed to strife and moving through an unforgiving land. (+4 Navigation through cold and mountainous terrain. )

2) Alessia is a skilled huntress. Few prey can elude her once she sets her sights upon them. (+4 to tracking down a target.)

3)While Alessia prefers to work on her own, she does enjoy a stiff drink at a pub, and sharing stories with others like her. (+4 to socializing with other hunters of dangerous beasts).



Words & Divine Gifts


Word: Lycanthropy. (Homebrew).

Gifts:
Hunting Shadow (On Turn)

Commit Effort. Lesser foes have no chance to detect or find you so long as you stay out of their direct sight and maintain some small effort towards remaining hidden. Worthy foes can try a Spirit save to resist when you are near.


Lupine Gait (On Turn)

Commit Effort. When pursuing an individual or group. You alwaysmove faster than your quarry, closing the distance with them by no less than ten feet per round.


Monstrous Vitality (Constant)

You gain a Base Armor Class of 3. Every thirty minutes you heal one lost Hit Point per three character levels, rounded up, so long as you are still alive.

--------------------------------

Word: Might.

Gifts:

Fists of Black Iron (Constant)
The Godbound's unarmed and weapon attacks are fueled by their tremendous strength. One-handed weapons do 1d10 damage in their hands, and two-handed ones or unarmed attacks made with both hands free inflict 1d12. These attacks count as magical weapons.


Surge of Strength (Instant)
Commit Effort for the scene to maximize any single damage roll modified by Strength. Such is your aura of tremendous might that you can apply this benefit to an ally within sight if you wish.


----------------------------------

Word: War.

Gifts:
Voice of Command (Action)
Issue a command to a visible creature that considers itself a soldier or warrior, or up to a Small Mob of such lesser foes. The creature carries out the command until it is complete or the Godbound releases them, even if it's suicidal, and will do so to the best of its abilities and judgment. Lesser foes get no resistance to this order, while worthy foes can save versus Spirit to be immune to this gift for a scene. The command is automatically understood by any intelligent listener.

---------------------------------





Universal Gifts:






Resources
.

Effort: 2

Influence: 2

Dominion: 0

Wealth: 0




Equipment


Clothes: Whatever she happens to be wearing after her transformation.

Armor: None. Base AC: 9

Weapons: A battle axe, and a large hunting knife.




The Guardian in the Skies.


Alcina is a Guardian to her people. She's only had her powers for close to a few months now. But the people of the city of Fentimar all trust and believe in her. She's like a heroine straight out of a pulp novel!

Her world is at a technological level similar to Earth in the 1930s. The radio and the aeroplane are commonly known devices loved by many, and the world has been at peace since the last war ended on the continents twenty years ago. Who has time for warfare in an era of discovery and invention!? Especially when there seem to be real superheroes among the populace now!...well at least one superheroine.

Ever since she got her powers one morning (after dreaming of flying no less), Alcina has put her tutoring job on hold to make use of her powers, saving lost sailors at sea, stopping muggings, returning lost balloons to children. She is so happy in this role, and the people are calling her the Guardian Angel of Fentimar. She could spend the rest of her life flying over the city and never getting tired. But the universe has other plans.

There are rumors spreading across the radio waves about sightings of unknown machines, creatures, and oddly dressed foreigners with strange powers. A Coalition Of Nations meeting has been called as these sighting shave been increasing rapidly in the past week across the globe. Little does anyone know. One of the armies of the Demiurge has chosen this planet to be its next conquest. They might have been able to resist thanks to their technology (for a time), but their only real hope for victory lies in the wings of the Guardian of Fentimar. For even a single Godbound can change the fate of countless worlds.

If Alcina puts her all into it, then her world may become one of many lines in the sand, that will help stop the forces of the Demiurge.

Alcina Roivas.

Name: Alcina Roivas.

Description: Mid to late twenties blonde woman with

Goal: Save her home.

Current HP: 9/9

Current Effort level: 2/2

Current Attack Bonus: +1

Fray Die: 1D8



Attributes:

Strength: 10 +0,   Check: 11

Dexterity: 16 +2,   Check: 3

Constitution: 14 +1, Check: 6

Wisdom: 8 -1,  Check: 14

Intelligence: 13 +1,  Check: 7

Charisma: 13 +1,  Check: 7



Facts:

1)Alcina grew up in the wondrous and industrious city of Fentimar. A metropolis that only seems to grow with each passing year and new discoveries are made. Due to this though, she is well accustomed to moving through the hustle and bustle of urban society (+4 to navigating cities).

2) Alcina's main profession is as a tutor. She loves opening bright minds to the workings of the world, and teaching them about the wonderful universe all live in. It is her passion, even if being a heroine is also her calling. (+4 to teaching things to others.)

3) After saving the son of the local news mogul (John Simmons), she had a good relation with the Fentimar Broadcasting Channel (FBC), and tends to be portrayed in a positive light as the heroine she is.  (+4 to actions involving the FBC).



Words & Divine Gifts


Word: Sky

Gifts:
Eyes Above (Action)
Gain a bird’s-eye view of a mile around you, gazing swiftly enough to immediately spot particular individuals or things you might be looking for. You can focus on individual locations within that mile, observing everything going on but unable to overhear ordinary speech. The sight cannot penetrate roofs or other cover.

Sapphire Wings (On Turn)
Commit Effort. The hero can fly at twice their usual movement rate. If undistracted and able to fly in a straight line, they can reach speeds of up to 100 miles an hour.

Rain of Lightning (Action)
Choose a point within sight; every desired target within 100 feet suffers a 1d6 die of electrical damage as a cloud of lightning envelops them. The bolts are enough to kill the weak, but can’t destroy objects.

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Word: Alacrity

Gifts:
Walk Between the Rain (Constant)
Your natural AC is 3. You cannot be hit by anything not driven by a purpose unless you allow it; falling objects will never strike you unless some will to harm you set them in motion. Traps meant to hit an intruder have a chance to hit you. Armor and shields don't benefit you.

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Word: Protection

Gifts:
Eternal Vigilance (Constant)
The Godbound does not eat, drink, sleep, or breathe, and cannot be surprised or ambushed. If someone attempts to ambush them or attack from surprise, the Godbound immediately gets a free bonus round of action before the would-be ambusher can act.


Sanctified Shield (Action)
Commit Effort for the scene. The Godbound declares guardianship over as many as a dozen allies within the same general vicinity. Any damage inflicted on these allies within the area may be transferred to the Godbound as an Instant action on the Godbound's part, and any failed allied saves may be rerolled by the Godbound. On a success, the original target is unaffected, while on a failure the effect applies to the original target. This guardianship lasts for a scene.

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Universal Gifts:





Resources
.

Effort: 2

Influence: 2

Dominion: 0

Wealth: 0




Equipment


Clothes: Whatever she happens to be wearing. Or her 'Hero' costume of a mask, goggles, leather boots, a leather flight jacket, and safari trousers.


Armor: Some Leathers (Mainly her flight jacket) Base AC: 7

Weapons: Fists.